“Are Crowdsourcing Platforms Reliable for Video Game-related Research?” A Case Study on Amazon Mechanical Turk
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Association for Computing Machinery, Inc
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Video games are becoming increasingly popular in research, and abundant prior work has investigated this domain by means of user studies. However, carrying out user studies whose population encompasses a large and diverse set of participants is challenging. Crowdsourcing platforms, such as Amazon Mechanical Turk (AMT), represent a cost-effective solution to address this problem. Yet, prior efforts scrutinizing the data-quality (unrelated to gaming) collected via AMT raises a concern: is AMT reliable for game studies? In this paper, we are the first to tackle this question. We carry out three user studies (n=302) through which we evaluate the overall validity of the responses—pertaining to 14 popular video games—we received via AMT. We adopt strict verification mechanisms, which are trivial to “bypass” by real gamers, but costly for non-gamers. We found that the percentage of valid responses ranges from 5% (for WoW) to 28% (for PUBG). We hence advocate future research to carefully scrutinize the validity of responses collected via AMT.
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Publisher Copyright: © 2024 Copyright held by the owner/author(s). Publication rights licensed to ACM.
Efnisorð
crowdsourcing, game studies, league of legends, mechanical turk, mturk, world of warcraft, Human-Computer Interaction
Citation
Eisele, L & Apruzzese, G 2024, “Are Crowdsourcing Platforms Reliable for Video Game-related Research?” A Case Study on Amazon Mechanical Turk. in CHI-PLAY Companion 2024 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play. CHI-PLAY Companion 2024 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery, Inc, pp. 56-63, 11th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI-PLAY Companion 2024, Tampere, Finland, 14/10/24. https://doi.org/10.1145/3665463.3678817
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